Street Fighter 6/Luke: Difference between revisions

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* Target Combo followup can also come out on whiff
* Target Combo followup can also come out on whiff
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Great pressure tool that advances forward with frame advantage on block. Slow startup and recovery makes it vulnerable to drive impact, so it can't be abused mindlessly. The 6HP Double Impact TC followup is very easy to confirm on hit.
Great pressure tool that advances forward while remaining safe on block. Slow startup and recovery makes it vulnerable to drive impact, so it can't be abused mindlessly. The 6HP Double Impact TC followup is very easy to confirm on hit.
Cancellable into specials
Cancellable into specials
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Revision as of 22:19, 11 June 2023


Introduction

A contractor for a PMC, Luke uses his elite military background to teach mixed martial arts. His days off are spent eating junk food, playing video games, and fighting, but make no mistake—Luke plays to win.

Luke Sullivan is a shotoclone character with an emphasis on a strong midrange pressure and whiff punishing. Luke has most of the standard shoto tools you could want, but puts several unique spins on them to craft his own style. Where Ryu is defensive and neutral-oriented, and Ken is aggression and combo-utility oriented, Luke focuses on a strong midrange that transitions into excellent pressure once he's gotten in.

One notable thing about Luke compared to other shotos is his many advancing target combos that let him convert openings into effective punishes and pressure. Luke can use his great 2MP, 5MK and 2MK to push opponents back, or lunge forward for punishes with 5LP, 5MP and 5HP. Complimenting this is his signature Sand Blast fireball, an exceptionally formidable tool for both neutral and pressure. Its extremely high speed allows Luke to use it as an extended poke or blockstring ender while still having good advantage on block at most ranges. If he chooses to spend meter on OD or Drive Rush, then Luke is also capable of dealing monstrous damage and carrying you very deep into the corner.

Once the opponent is in the corner or low on Drive, Luke is extremely formidable at locking the opponent down. Easy throw loops, a fast and safe overhead, a Level 3 Super that gives him oki, along with many ways to be plus or even fully reset pressure. Many of Luke's normals lunge him forward, which synergizes with Drive Rush to create hard-to-escape pressure sequences and surprise whiff punish opportunities. On defense Luke excels at well, with his 2LP being a 4f jab with a great hitbox. He has a great DP with Rising Uppercut and a fantastic anti-air in 2HP.

Perhaps the only things Luke could be considered to struggle with is his approaches, as he doesn't have as many ways to effectively skip neutral and force RPS in neutral the same way other top tiers like Ken and Juri can. He also has a rather poor sweep, but he can make up for this by using 5HP to punish a sweep on block instead of sweeping back. All in all, Luke is a character with few meaningful weaknesses, and can perform well at all levels of play. While his 5LP is on the slower side, this is because it moves him forward for better punishes and pressure and thus exists as a tradeoff rather than a weakness. Sand Blast similarly does not travel fullscreen outside of the OD version, but this is another tradeoff for its powerful speed and frame advantage. None of these differences create meaningful weaknesses in Luke, allowing him to craft a strong and reliable gameplan. If you want a shoto with more of a focus on pressure and playing out the midrange, you should hit the streets with Luke.


Pick if you like: Avoid if you dislike:
  • An easy to play, well-rounded character that is never at a notable disadvantage in matchups
  • A great pressure game with plus specials, normals/target combos, and Sand Blast, a fireball that effortlessly combines with his cancelable buttons to close space into pressure and end in a favourable position
  • Solid whiff punishes that easily convert into oki and pressure
  • High damage combos that scale well regardless of the starter
  • Trading a traditional, space control and meaty-able fireball for one that works more like a poke
  • Having to time Perfect Flash Knuckle in combos
  • A somewhat straightforward gameplan with a lack of neutral skips


Classic & Modern Versions Comparison

List of differences with Modern Luke
Missing Normals
  • Standing Light Kick (5LK)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Outlaw Kick (4HK)
Shortcut-Only Specials
  • Avenger (2S)
    • 5X for No Chaser (P follow-up), 2X for Impaler (K follow-up)
Miscellaneous Changes
  • Triple Impact (5LP~MP~HP) changed to 5LLL
  • Nose Breaker (2MK~2HP) changed to 2MM
  • All 3 Auto Combos use OD specials and will end prematurely when in Burnout
    • L and M auto combos use OD Flash Knuckle (214PP)
    • H auto combo uses OD Sand Blast + Fatal Shot (236PP~PP)
    • The L auto combo will "auto hit-confirm" and the OD Flash Knuckle will not come out on block. The M and H auto combos will always cancel into the OD specials, even on block (though without the Fatal Shot follow-up in H's case).

Most of the tools Luke is missing in Modern are mainly combo tools, namely 5LK in light confirms, j.MP for his only cancelable jumping normal into Aerial Flash Knuckle, and 4HK for his highest damage combo starter/filler.

The most important omissions for neutral are Classic Luke's 5MK (a low-risk ranged poke that pushes opponents out without moving Luke in) and j.HP (a jump-in hitting directly below Luke that is difficult to contest or anti-air). This makes Modern Luke's keepaway slightly worse and his jump-ins slightly easier to beat, though this difference is negligible.

Of the whole cast, Luke is probably the one whose Modern and Classic kits are the most similar, with the added benefit of Modern conveniences (auto hit-confirming low lights, instant supers, etc).


Luke
SF6 Luke Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.467
Backward Dash Distance 0.751
Drive Rush Min. Distance (Throw) 0.817
Drive Rush Min. Distance (Block) 2.499
Drive Rush Max Distance 3.461
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Luke 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 2 11(14) Sp SA TC 300 LH +2 -3
  • Cancel reaction window: 15f (14f TC)


An advancing jab that cancels into a target combo or special moves. While slow for a light normal, its range and cancellability makes it very consistent in punishes. It cannot be chained into from other light normals.

5MP
Standing Medium Punch
5MP
SF6 Luke 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 16 SA TC 600 LH +2 -3
  • Cancel reaction window: 16f Super (17f TC)


Has great forward movement for whiff punishing, but relatively slow startup. Buffering a followup MP begins the Snapback Combo TC, which is possible to hitconfirm from the initial hit. It becomes +6 on Punish Counter, giving it a bit more punish utility.

5HP
Standing Heavy Punch
5HP
SF6 Luke 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 Sp SA 800 LH -1 -6
  • Cancel reaction window: 17f


Another long-range punch with forward movement. It is unsafe on block when not cancelled, and the long whiff recovery makes it dangerous to use in footsies near max range.

5LK
Standing Light Kick
5LK
SF6 Luke 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH +3 -2
  • Cancel reaction window: 12f


Solid combo tool that links from 2LP and 2MP. Fairly low risk when used in neutral near max range.

5MK
Standing Medium Kick
5MK
SF6 Luke 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 17(20) - 700 LH +1 -3

One of Luke's best mid-range pokes due to its speed and safety on block.

5HK
Standing Heavy Kick
5HK
SF6 Luke 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 17 - 900 LH +2(+7) -5(0)
  • Punish Counter: Launch KD +49 (limited juggle state)


One of Luke's best meaty buttons due to its forward movement and large number of active frames; can be up to +7/+0 when spaced perfectly. However, it's unsafe on block if not spaced properly.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Luke 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 10 Chn Sp SA 300 LH +4 -2
  • Chains into 2LP/2LK
  • Cancel reaction window: 13f


Luke's only 4f normal. Useful in combos, particularly chained from 2LK, but lacks the range for many -4 punishes. This is the only good light normal to chain against Drive Impact armor, as 2LK chains are much slower and not cancellable on their own.

2MP
Crouching Medium Punch
2MP
SF6 Luke 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2 14(17) Sp SA 600 LH +5 +1
  • Cancel reaction window: 16f


One of the rare normals with frame advantage on block in Street Fighter 6, making it great for pressure. At +5, Luke lacks the ability to link into mediums on a regular hit, but it can link into 5LK consistently. Can lead to much higher damage on Counterhit or Punish Counter.

2HP
Crouching Heavy Punch
2HP
SF6 Luke 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 24 Sp SA 800 LH +1 -13
  • Forces stand on hit
  • Only the 1st active frame is cancellable
  • Cancel reaction window: 15f


Luke's go to anti air normal, and an important combo tool after Counterhit 2MP. The only cancellable frame does not have a good vertical hitbox, so there's no real useful cancel options when used as an anti-air.

2LK
Crouching Light Kick
2LK
SF6 Luke 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 12 Chn 200 L -1 -5
  • Chains into 2LP/2LK


A standard, chainable 2LK for low-hitting confirms.

2MK
Crouching Medium Kick
2MK
SF6 Luke 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA TC 500 L -2 -6
  • Cancel reaction window: 13f (17f TC)
  • Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)


A cancellable low poke with decent range. It can link into 2HP when Drive Rush cancelled, allowing for some powerful combo extensions; however, it does not allow followup links when used at the end of a Drive Rush, weakening Luke's high/low mixup potential.

2HK
Crouching Heavy Kick
2HK
SF6 Luke 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 27(26) - 900 L HKD +28 -9
  • Counterhit/Punish Counter: +44 HKD
  • Has some juggle potential; no longer HKD when juggled into


One of the slower sweeps in the game, often being unable to punish a 2HK from other characters. It is relatively easy to punish at -9 on block, so should only be used sparingly against characters with weak ranged punishes.

Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Luke jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 9 3 land - 300 H - -

j.MP
Jumping Medium Punch
j.MP
SF6 Luke jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land Sp 700 H - -
  • Puts airborne opponents into limited juggle state


Great air to air, as it can juggle into charged Air Flash Knuckle if timed properly. The j.MP has some juggle potential itself; for example, j.MP > j.MP and anti-air 214[LP] > j.MP can both connect. The cancel window is very long, which allows Luke to delay the j.214P; by delaying the cancel and partially charging the j.214P, Luke can get stronger juggles from his launchers.

j.HP
Jumping Heavy Punch
j.HP
SF6 Luke jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H - -
  • Causes spiked knockdown vs. airborne opponents on Counterhit/Punish Counter


Reaches far downward but has very little horizontal range. Most useful when used early in Luke's jump arc to throw off the opponent's anti-air timing.

j.LK
Jumping Light Kick
j.LK
SF6 Luke jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H - -
  • Can hit Crossup


Has a narrow crossup hitbox. This button is most useful when attempting a very quick tick throw after a jump, as the short blockstun may catch the opponent off guard.

j.MK
Jumping Medium Kick
j.MK
SF6 Luke jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -
  • Can hit Crossup


Luke's main crossup button with a much wider hitbox.

j.HK
Jumping Heavy Kick
j.HK
SF6 Luke jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H - -


Good horizontal and vertical range for a jump-in attack.

Command Normals

6MP
Rawhide
6MP
SF6 Luke 6mp.png

6MP
Rawhide
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21 - 600 H +2 -3
  • Knockdown vs. airborne opponents


Safe overhead that can link into 2MP when used from Drive Rush.

4HP
Suppressor
4HP
SF6 Luke 4hp.png

4HP
Suppressor
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 20 Sp SA 800 LH +3 -3
  • Cancel reaction window: 17f


Fairly slow attack, but the way it moves back before advancing forward creates a sort of "auto-shimmy" to punish throws. Can link into 2HP on Punish Counter, making it great as a punish starter for very unsafe attacks like DPs.

4HK
Outlaw Kick
4HK
SF6 Luke 4hk.png

4HK
Outlaw Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 4 24 - 1000 LH +4 -5
  • Punish Counter: +19 Stagger
  • Puts airborne opponents into spinning limited juggle state
  • At farther ranges, whiffs on crouching opponents


Good poke from longer ranges. Its stagger property on Punish Counter gives it some utility as a whiff punish tool. When used as an anti-air, it can be followed up with a juggle, but the AA hitbox is not particularly strong against good jumping normals.

6HP
Brutal Spike
6HP
SF6 Luke 6hp.png

6HP
Brutal Spike
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 15(19) TC 800 LH +3 -3
  • Cancel reaction window: 23f TC
  • Target Combo followup can also come out on whiff


Great pressure tool that advances forward while remaining safe on block. Slow startup and recovery makes it vulnerable to drive impact, so it can't be abused mindlessly. The 6HP Double Impact TC followup is very easy to confirm on hit. Cancellable into specials

Target Combos

5LP~5MP~5HP
Triple Impact
5LP~MP~HP
SF6 Luke 5mp.png

SF6 Luke 5hp.png

                  No results
  • Acts as 2 hits for damage scaling purposes (100/80/70/60...)
  • Cancel reaction window: 36f (TC)

No results

  • Cancel reaction window: 59f
  • Notable blockstring gaps when cancelled:
    • HP Flash Knuckle: 8f (19f charged)
    • Charged MP Flash Knuckle: 16f
    • LP/MP/HP/OD Sand Blast: 1f/4f/7f/2f


Luke's main way to convert 5LP into damage. The last hit is special cancelable, giving him the opportunity to convert into a damaging knockdown or a safe ender. There is no blockstring gap between the punches, but all safe special cancels have a gap after HP that can be interrupted. Drive Impact will also punish any of these cancels except OD Sand Blast.

5MP~MP~MP~MP
Snapback Combo
5MP~MP~MP~MP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Cancel reaction window: 39f (Super/TC)

No results

  • Cancel reaction window: 60f (TC)

No results
Excellent whiff punish confirm tool from 5MP. The 2nd hit cancels to Super, and the whole sequence leads to a knockdown with good oki. On hit, you can also stop after the 2nd MP for a throw reset to catch an opponent off guard. On block, there is never a gap in the blockstring to catch an opponent mashing, and no way to make any of the followups safe.

6HP~6HP
Double Impact
6HP~6HP
SF6 Luke 6hp 6hp.png

6HP~6HP
Double Impact
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 34 Sp SA 600 LH KD +20 -19
  • Can come out on hit, block, or whiff


Very easily hitconfirmable after 6HP, adding extra damage and a knockdown to the already great command normal. The TC extension is very unsafe if blocked, and there is no gap in the blockstring to catch an opponent mashing buttons.

2MK~2HP
Nose Breaker
2MK~2HP
SF6 Luke 2mk 2hp.png

2MK~2HP
Nose Breaker
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3 25 - 600(480) LH +1 -8


This Target Combo is much easier to confirm from 2MK than a special cancel. It is unsafe on block, but leaves Luke +1 at close range on hit. There is no gap in the blockstring in between hits, even if delayed as long as possible.


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Luke lplk.png

LPLK
Sweeper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +19 -
  • Can walk for a corner throw loop (4f leniency to time throw so that it beats reversal 4f buttons)
  • Punish Counter: +19 HKD

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Luke 4lplk.png

4LPLK
Scrapper
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +14 -
  • Side switches; does not get true throw/strike oki when throwing opponent into corner
  • Punish Counter: +19 HKD


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Luke hphk.png

HPHK
Muzzle Flash
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HP, 4HP: 7[3]
  • 2MK, 2MP, 2HP: 11[7]
  • 5LP~MP~HP: 12[8]
  • Note: gaps of 8f or less cannot be escaped by jumping

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Luke 6hphk.png

6HPHK
Battering Ram
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Luke mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Luke 66.png

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Distance: 249.9 (min), 346.1 (max)
  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:

Special Moves

Sand Blast (236P)
Sand Blast
236P
SF6 Luke 236lp.png

SF6 Luke 236pp.png

SF6 Luke 236pp pp.png

236LP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 [5] 33 SA3 600 LH -3 -8
  • ~48% screen distance
  • Cancel reaction window: 4f (Super)
236MP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 [7] 30 SA3 600 LH 0 -5
  • ~66% screen distance; can be slightly plus at max range
  • Cancel reaction window: 4f (Super)
236HP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 [10] 27 SA3 600 LH +3 -2
  • ~91% screen distance; plus on block at mid to long range
  • Cancel reaction window: 4f (Super)
236PP
Sand Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 24 SA2 SA3 400x2 LH KD +41 -2
  • 2 hits, covers full screen distance
  • Cancel reaction window: 8f (Super), 11f (PP Followup)
236PP~PP
Fatal Shot
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 42 - 750(600) LH KD +48 -21
  • Costs an extra Drive bar on hit/block/armor for more damage and a better knockdown


Luke's Sand Blast is a bit different than traditional Street Fighter projectiles. The startup is slower with a more visible windup animation, while the projectile itself travels extremely quickly once active. Higher strength versions are much slower to start up, but have reduced recovery, longer range, and become safer on block to compensate. The slower startup usually means that there will be a gap when cancelled into, however. OD Sand Blast can lead to extra damage with its followup, but it's very punishable if blocked.

The active frames listed in [] refer to the number of frames before the hitbox dissipates, and are not included in the move's total frame count.

Rising Uppercut (623P)
Rising Uppercut
623P
SF6 Luke 623lp.png

SF6 Luke 623pp.png

SF6 Luke 623pp pp.png

623LP
Rising Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 22+12 land SA3 900(800) LH KD +28 -27
  • Anti-Air Invuln: 1-?f, Airborne 7-36f
  • 800 damage on later active frames
623MP
Rising Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 24+12 land SA3 1000(800) LH KD +28 -29
  • Anti-Air Invuln: 1-?f, Airborne 8-39f
  • 800 damage on later active frames
623HP
Rising Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 10 25+15 land SA3 1200(800) LH KD +29 -33
  • Anti-Air Invuln: 1-?f, Airborne 11-43f
  • 800 damage on later active frames
623PP
Rising Uppercut
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3,7 35+15 land - 800(600),600 LH KD +25 -40(-43)
  • Full Invuln: 1-15f, Airborne 8-50f
  • 600 damage on later active frames (first hit)
623PP~PP
Slam Dunk
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 14+16 land - 600 H KD +14 -
  • Costs an extra Drive bar; comes out on hit only


Luke's uppercut is an effective anti-air, and the OD version is a reliable invincible reversal. The horizontal range makes it unreliable in combos at farther ranges, like after a 3-hit light confirm or a max range 5LK punish. While the meterless versions are cancellable into Lv.3 Super, the juggle will whiff, so this has little utility outside of beating an opponent's armor. The followup to the OD version should only be used if the DP connects low to the ground (such as a wakeup reversal), since it has a tendency to miss after a high connect anti-air.

Flash Knuckle (214LP)
Flash Knuckle (LP)
214LP (hold OK)
SF6 Luke 214lp.png

SF6 Luke 214lp hold.png

214LP
LP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 31 SA3 700 LH KD +32 -18
  • Puts opponent into limited juggle state
  • Cancel reaction window: 19f (Super)
214[LP]
LP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2,2 25(26) SA3 600,200 LH KD +54 -8
pf.214[LP]
LP Flash Knuckle (perfect)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2,2 22(23) SA3 700,200 LH KD +56 -8
  • Puts opponent into limited juggle state (much higher launch)
  • Hold 18-20f for Perfect version
  • Clashes with single-hit projectiles (clash is Super cancellable)
  • Counts as 2 separate hits for damage scaling


One of Luke's most important combo tools. The uncharged version is reliable in combos, and gives good oki. Its juggle state does not launch very high, and can generally only followed up with a cancel into Lv.3 Super (unless the opponent was already in a high juggle state). If cancelled into Lv.3 Super on the last 2 possible frames (or on a high juggle connect), the Super will whiff, however.

The charged version allows for consistent followup juggles, but it only combos naturally from 2HP. Getting the Perfect timing makes the juggle even higher and deals additional damage, but is not required for combos to work. The projectile clash is not particularly useful in most scenarios. The Lv.3 Super will whiff if cancelled into, but Luke can easily pick up the juggle without the cancel. As a result, the cancel is only useful if you see the opponent attempting to Drive Impact through your attack.

Flash Knuckle (214MP)
Flash Knuckle (MP)
214MP (hold OK)
SF6 Luke 214mp.png

SF6 Luke 214mp hold.png

214MP
MP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
19 3 27 SA3 900 LH +3 -10
  • Cancel reaction window: 16f (Super)
214[MP]
MP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
30 2,2 26(27) SA3 800,200 LH KD +54(+67) -3
pf.214[MP]
MP Flash Knuckle (perfect)
Startup Active Recovery Cancel Damage Guard On Hit On Block
29 2,2 26(27) SA3 850,250 LH KD +53(+66) -3
  • Wall bounces on hit
  • Hold 18-20f for Perfect version (required to combo from 2HP)
  • Clashes with single-hit projectiles (clash is Super cancellable)
  • Counts as 2 separate hits for damage scaling
  • Cancel reaction window: 20f(18f Perfect) (Super)


MP Knuckle is a bit slower than LP Knuckle, only comboing from mediums and heavies. The uncharged version keeps the opponent standing on hit, and puts Luke just outside of throw range; a slight walk allows him to go for a throw reset. When juggled into, it knocks the opponent far away, allowing Luke to switch back to a zoning playstyle.

The charged version causes a Wall Bounce that can lead to high juggle damage midscreen. In the corner, the opponent will fly over Luke's head, making it difficult to pick up a juggle, so it's not recommended in that scenario. Perfect charge timing is required to combo from 2HP, making it a bit riskier to attempt compared to the easier LP Knuckle combos. The cancel into Lv.3 Super only works in the corner, as the opponent is launched away too quickly for Luke to reach otherwise. Like with Charged LP Knuckle, this cancel is mostly used for reacting to Drive Impact armor.

Flash Knuckle (214HP)
Flash Knuckle (HP)
214HP (hold OK)
SF6 Luke 214hp.png

SF6 Luke 214hp hold.png

214HP
HP Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 3 21 SA3 1000 LH KD +42(+31) -4
  • Cancel reaction window: 19f (Super)
214[HP]
HP Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
33 2,2 24(25) SA3 1000,300 LH KD +63 +4
pf.214[HP]
HP Flash Knuckle (perfect)
Startup Active Recovery Cancel Damage Guard On Hit On Block
33 2,2 24(25) SA3 1200,400 LH KD +63 +4
  • Hold 18-20f for Perfect version
  • Clashes with single-hit projectiles (clash is Super cancellable)
  • Counts as 2 separate hits for damage scaling
  • Cancel reaction window: 25f(30f Perfect) (Super)


HP Knuckle has slow startup but travels about half screen. The uncharged version is usually punishable at -4, but if spaced well it can be made completely safe. The juggle state it creates only allows a cancel into Lv.3 Super, so it's less rewarding in combos than LP or MP Knuckle. When juggled into, such as after 5LP~MP~HP Target Combo, Luke has worse knockdown advantage.

Charged HP Knuckle moves Luke forward with significant frame advantage, but has a slow and reactable windup making it susceptible to jumps or Drive Impact. Luke can cancel into Lv.3 Super on reaction to Drive Impact armor, and he can punish a predicted jump by releasing the button early (a fairly high risk, low reward gamble). Charged HP Knuckle can't be comboed into outside of Punish Counter 2HP, which is not a problem since LP and MP Knuckle are more rewarding anyway. The projectile clash of Charged HP Knuckle can actually come in handy due to the range it's used from, though it can't be used this way on reaction.

Flash Knuckle (214PP)
OD Flash Knuckle
214PP
SF6 Luke 214pp.png

SF6 Luke 214pp pp.png

214PP
OD Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 39 SA2 SA3 400x2 LH KD +52 -22
  • Puts opponent into limited juggle state
  • Cancel reaction window: 14f 1st hit, 47f 2nd hit (Super)
    • 2nd hit cancelled to Lv.3 Super (or Lv.2 Super on final cancel frame) will whiff, but can easily juggle without a cancel
214PP~PP
DDT
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 - - - 500,1500 - HKD +12 -
  • DDT costs an extra Drive bar (on hit only)
  • Must be input during 1st hit of 214PP


OD Flash Knuckle is Luke's primary combo extender, giving a juggle state similar to charged LP Knuckle without the slow startup. It will work consistently even from a 3-hit light confirm (but does not combo directly from 5LP). The DDT followup only slightly increases Luke's damage compared to using a meterless followup juggle, but may be useful for its Hard Knockdown property depending on screen position.

Aerial Flash Knuckle (j.214P)
Aerial Flash Knuckle
j.214P
SF6 Luke j214p.png

SF6 Luke j214p hold.png

SF6 Luke j214pp.png

j.214P
Aerial Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 5 13(20) land - 700 LH KD ~ -12(+3)
  • Cannot be done from Back Jump (unless cancelled from j.MP)
  • Forced Knockdown state while airborne; final 12 recovery frames are in a crouching state
j.214[P]
Aerial Flash Knuckle (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
23 6 15 land - 1000 LH KD ~ -30(-21)
  • Can followup with 623LP if juggled at max height
  • Cannot be done from Back Jump (unless cancelled from j.MP)
  • Forced Knockdown state while airborne; final 12 recovery frames are in a crouching state
j.214PP
Aerial Flash Knuckle
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 6 15 land - 1300 LH KD ~ -33(-21)
  • Cannot be done from Back Jump (unless cancelled from j.MP)
  • Forced Knockdown state while airborne; final 12 recovery frames are in a crouching state


Aerial Flash Knuckle is mostly used for extra damage when air-to-air j.MP connects. The uncharged version can be safe if spaced well, but the charged and OD versions fly upward at the end, making them very punishable on block.

Avenger (236K)
Avenger
236K
SF6 Luke 236k.png

SF6 Luke 236kk.png

236K
Avenger
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 33 - - - - -
  • Followup P or K can be input up to frame 32
236KK
Avenger
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [33] 10 - - - - -
  • Armor: 3-33f (1 hit, does not carry through into followup attacks)
  • Followup P or K can be input up to frame 32


Luke's command dash with 2 possible ending specials, both of which are usually unsafe on block. Unlike many other command dashes, there is no way to stop early, making it poor for pressure and resets. The armor on the OD version can be used as a prediction against slow pokes or projectiles, but the followups are too slow to use effectively on reaction.

No Chaser (236K~P)
No Chaser
236K~P
SF6 Luke 236k p.png

SF6 Luke 236kk p.png

236K~P
No Chaser
Startup Active Recovery Cancel Damage Guard On Hit On Block
12+12 7 19 SA3 900 LH KD +32(+38) -6(0)
  • Puts opponent into limited juggle state; can juggle 623LP at max spacing
  • Cancel reaction window: 19f (Super)
236KK~P
No Chaser
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+12 7 19 SA2 SA3 1300 LH KD +32(+38) -6(0)
  • Puts opponent into limited juggle state; can juggle 623LP at max spacing
  • If done raw, any juggle followup is scaled to 50% (including Super)
  • Cancel reaction window: 24f (Super)
    • Final cancel frame into Lv.2 Super will whiff midscreen


A shoulder tackle followup with a lot of active frames. Can be safe if spaced near max range. Can be cancelled into Super on reaction, but a well-spaced tackle give less time to react to the hitconfirm.

Impaler (236K~K)
Impaler
236K~K
SF6 Luke 236k k.png

SF6 Luke 236kk k.png

236K~K
Impaler
Startup Active Recovery Cancel Damage Guard On Hit On Block
12+13 8 22(27) - 1200 H KD +30(+35) -8(-3)
  • Airborne 4-19f
  • Knocks opponent down, but has too much recovery to juggle afterward
236KK~K
Impaler
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+13 8 19 - 1200 H KD +38(+43) -5(0)
  • Airborne 4-19f
  • Puts opponents into limited juggle state; can pick up juggle even if it connects at point blank
  • If done raw, any juggle followup is scaled to 50%


An overhead flip kick with airborne frames that allow it to beat throws. Safe if spaced out properly or timed as a meaty. Because Luke cannot stop his run and has no low option, the overhead property does not grant much mixup potential against opponents who know the matchup.

Super Arts

Level 1 Super (236236P)
Vulcan Blast
Level 1 Super Art
236236P
SF6 Luke 236236p.png

236236P
Vulcan Blast
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 13(1)7(2)7(23)5 45 - 300x4,800 (2000) LH KD +17(+30) -29
  • Strike/Throw Invuln: 1-6f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit


5-hit projectile Super; the first 4 hits travel about 65% of the screen, and the final hit reaches fullscreen. Has higher Knockdown advantage the farther you are from the wall. While there appears to be a gap before the final hit, the projectiles form a true blockstring. The full damage distribution of the 5 hits is 300x4*800.

Level 2 Super (214214P)
Eraser
Level 2 Super Art
214214P
SF6 Luke 214214p.png

214214P
Eraser
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 51 - 2800 LH KD +2 -29
  • Full Invuln: 1-7f; Armor Break
  • Depletes 1 Drive bar from opponent on hit


Invincible Super that is also fast enough to work in many juggles. Performs one hit on whiff or block, but on hit locks into a full animation that sends the opponent fullscreen with a tumbling knockdown.

Level 3 Super (236236K)
Pale Rider
Level 3 Super Art
236236K
SF6 Luke 236236k.png

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).
Critical Art adds 500 damage

236236K
Pale Rider
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(27) 4 66(92) - 4000 LH HKD +18 -42
  • Full Invuln: 1-30f; Armor Break
  • Depletes 1.5 Drive bars from opponent on hit
    • Cinematic time regenerates ~2 Drive bars for Luke

No results

  • Full Invuln: 1-30f; Armor Break
  • Depletes 2 Drive bars from opponent on hit
    • Cinematic time regenerates ~2.3 Drive bars for Luke


Reaches about 2/3 screen, but is much slower to connect at longer ranges. This Super also has a tendency to whiff in juggles when cancelled into, like after 623P.

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Luke 5pppkkk.png
"Come on!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
96 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Luke 6pppkkk.png
"Yeah! Let's let it fly!"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
180 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Luke 4pppkkk.png
"Hadooken!"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
109 (total) - - - - - - -



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